Thanks for that, I was about to go digging to find something that would work on OS X as well as 1.1 (for an applet game about to be released commercially).

I'm suspicious it wont actually work, given you dont mention OS X's timing problems which are conisderably worse than win XP , but we'll see how it goes. I can always force that to nanotime, since java2d doesn't work on OS X with less than 1.4 anyway (PNG's don't load, for instance. Thankfully you can mostly count on 1.5 being installed these days (anyone who downloads the auto OS updates will have it)

PNGs are overrated. While they are really great for webpages and the like, they are sorta pointless for java games. With java you put everything into jar files anyways, which means that raw formats (such as tga) are about as small (unless you use funky stuff like pngquant-ed pngs [effectively 8bit with rgba palette]).

And timing wasnt a problem ever on OSX afaik. I only had some annoying issues with the cursor and that freshly created translucent images arent filled with fully transparent black (same on linux).

Timer resolution of System.currentTimeMillis() is 16 ms on Windows XP and 1 ms on OS X.Thread.sleep(1) 10000 times delays 19531ms on Win XP.Thread.sleep(1) 10000 times delays 10274ms on OS X.

So I don't understand what you are referring to whenyou claim OS X has worse timing problems than Win XP.

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but we'll see how it goes. I can always force that to nanotime, since java2d doesn't work on OS X with less than 1.4 anyway (PNG's don't load, for instance.

There was a release of Java 1.4 that swapped red and blue for some PNGs (those with alpha channels) on OS X, that was later fixed. It is certainly false to say that PNGs in general don't load - I use them all the time without problems.

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Thankfully you can mostly count on 1.5 being installed these days (anyone who downloads the auto OS updates will have it)

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